Improvement
Improvements are a type of card in Artifact. They share the same card layout and stats as Spells, but focus on permanently altering lanes rather than one-off effects.
After being played, Improvements modify the target lane with their effect permanently, which is indicated by positioning an icon between the lane's tower and its owner. Improvements will remain until condemned, although some have a limited number of charges before they are effectively depleted.
Over time, Improvements can completely overwhelm a lane in a manner that's harder to clear than doing the same with Creeps or Heroes. Stay on top of keeping the board clear, or face the consequences.
List of Improvements[edit]
| Card | Color | Rarity | Set | Mana Cost | Charges | Crosslane | Text | |
|---|---|---|---|---|---|---|---|---|
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Assault Ladders | |
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Call to Arms | 3 | 0 | 1 | Allies deal +2 damage when attacking a tower.
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Assured Destruction | |
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Call to Arms | 3 | 0 | 1 | All heroes have +4 Siege.
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Bitter Enemies | |
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Call to Arms | 2 | 3 | 1 | After the combat phase, remove a charge from Bitter Enemies. Before the action phase, if there are zero charges on Bitter Enemies, deal 6 damage to both towers.
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Escape Route | |
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Call to Arms | 1 | 0 | 1 | [Cooldown: 1] Return an allied hero to the Fountain.
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Iron Fog Goldmine | |
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Call to Arms | 3 | 0 | 1 | Get 3 gold after the combat phase.
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Keenfolk Turret | |
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Call to Arms | 4 | 0 | 1 | [Cooldown: 1] Deal 2 piercing damage to a unit.
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March of the Machines | |
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Call to Arms | 5 | 3 | 1 | Before the action phase, if there are charges on March of the Machines, remove one and deal 2 damage to the enemy tower and 2 damage to each enemy.
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Path of the Cunning | |
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Call to Arms | 3 | 0 | 1 | After you play a black card, modify a random ally with +1 Siege.
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Revtel Investments | |
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Call to Arms | 3 | 0 | 1 | Add a charge to Revtel Investments after the combat phase.<br/><br/>[Cooldown: 1] Get 4 gold for each charge. Condemn Revtel Investments.
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Steam Cannon | |
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Call to Arms | 7 | 0 | 1 | [Cooldown: 1] Deal 4 piercing damage to a unit in any lane.
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The Oath | |
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Call to Arms | 3 | 0 | 1 | You can not play spells or creeps while this is the active lane. If there is an allied black hero in this lane, allies have +4 Attack.
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The Tyler Estate | |
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Call to Arms | 4 | 0 | 1 | Both towers have -2 Mana.
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Trebuchets | |
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Call to Arms | 1 | 0 | 1 | Deal 2 piercing damage to the enemy tower before the action phase.
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Unsupervised Artillery | |
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Call to Arms | 2 | 0 | 1 | [Cooldown: 1] Deal 4 piercing damage to the enemy tower. May only be used if there are no unblocked enemies.
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Aghanim's Sanctum | |
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Call to Arms | 4 | 0 | 1 | [Cooldown: 1] Fully restore your tower's Mana.
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Barracks | |
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Call to Arms | 5 | 0 | 1 | Summon a Melee Creep into this lane each deployment phase.
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Conflagration | |
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Call to Arms | 5 | 0 | 1 | Deal 2 damage to each enemy before the action phase.
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Fractured Timeline | |
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Call to Arms | 2 | 0 | 1 | Before the action phase, give a random card in opponent's hand +1 Lock.
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Glyph of Confusion | |
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Call to Arms | 6 | 0 | 1 | Whenever any unit enters this lane, stun it this round.
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Howling Mind | |
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Call to Arms | 3 | 0 | 1 | You and your opponent draw an extra card each round.
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Ignite | |
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Call to Arms | 3 | 0 | 1 | Deal 1 piercing damage to each enemy before the action phase.
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Messenger Rookery | |
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Call to Arms | 1 | 0 | 1 | [Cooldown: 1] Choose an ally. Choose a combat target for it.
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Path of the Wise | |
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Call to Arms | 3 | 0 | 1 | After you play a blue card, deal 1 piercing damage to a random enemy.
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Watchtower | |
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Call to Arms | 1 | 0 | 1 | Whenever an enemy improvement enters this lane, draw a card.
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Altar of the Mad Moon | |
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Call to Arms | 4 | 0 | 1 | Allied Melee Creeps have +2 Regeneration.
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Cheating Death | |
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Call to Arms | 4 | 0 | 1 | [Cooldown: 1] Give a unit a Death Shield this round. May only be used if there is an allied green hero in this lane.
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Homefield Advantage | |
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Call to Arms | 4 | 0 | 1 | Before the action phase disarm a random enemy this round.
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Mist of Avernus | |
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Call to Arms | 3 | 0 | 1 | Modify allies with +1 Attack before the action phase.
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Path of the Dreamer | |
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Call to Arms | 3 | 0 | 1 | After you play a green card, give your tower +3 Regeneration until end of round.
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Selemene's Favor | |
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Call to Arms | 4 | 0 | 1 | Your tower has +2 Mana.
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Unearthed Secrets | |
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Call to Arms | 3 | 0 | 1 | Draw a card after the combat phase if your tower was dealt damage this round.
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Verdant Refuge | |
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Call to Arms | 5 | 0 | 1 | Allies have +1 Armor.
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Burning Oil | |
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Call to Arms | 1 | 0 | 1 | Your tower has +2 Retaliate.
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Grand Melee | |
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Call to Arms | 3 | 0 | 1 | If there is an allied red hero in this lane, all heroes have +2 Cleave.
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Nether Ward | |
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Call to Arms | 4 | 0 | 1 | After opponent plays a spell, deal 3 damage to the enemy tower.
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Path of the Bold | |
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Call to Arms | 3 | 0 | 1 | After you play a red card, modify a random ally with +1 Attack.
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Steel Reinforcement | |
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Call to Arms | 4 | 0 | 1 | Your tower has +1 Armor.
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Temple of War | |
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Call to Arms | 3 | 0 | 1 | All equipped heroes have +2 Attack and +1 Armor.
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The Omexe Arena | |
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Call to Arms | 6 | 0 | 1 | Draw a card after a hero dies. |
Cards that Affect Improvements[edit]
| Card | Color | Rarity | Text | |
|---|---|---|---|---|
| |
Apotheosis Blade | {{}} | |
Equipped hero has +8 Attack and +4 Siege. Condemn each unit equipped hero deals battle damage to. Active
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Demagicking Maul | {{}} | |
Equipped hero has +2 Attack. Active
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Dirty Deeds | |
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Deal 2 damage to the enemy tower for each of its improvements.
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Obliterating Orb | {{}} | |
Condemn an improvement.
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Pugna | |
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Active
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Raze | |
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Condemn all enemy improvements.
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Smash Their Defenses! | |
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Condemn an improvement.
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Watchtower | |
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Whenever an enemy improvement enters this lane, draw a card. |